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Super Gear Quest News

Spooky Update (v1.5.4)

Hi everyone!

This update is a special one; the Spooky Update!

The Haunted Chateau now has a new sub-area; the Haunted Chateau Cellar! And in there, you'll find two brand new bosses to fight... These two bosses were scrapped ones from before the game even released, but have finally been revived for this update!

Now, with all that said: Super Gear Quest hasn't really received this kind of event update in the past (it's difficult to find the time as a solo developer as you can imagine), but I almost always want to make something for Halloween.
Now don't get me wrong, it's not the biggest update ever; partially due to the fact I didn't get to work on this for even a full month, haha. I haven't gotten to update SGQ as much as I would like, either... Still, I managed to make something in a relatively short amount of time that I hope you'll enjoy!

Before I end this announcement post, I would also like to mention that I may add onto this in a smaller patch or two later on as well.

But for now, patch notes below as usual! Happy Halloween!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Added a brand new area; the Haunted Chateau Cellar! This new optional area is accessible as soon as you have the horizontal Airdash (so you can get there around mid-game or later)
  • Added 2 new optional bosses! You can find them in the new Haunted Chateau Cellar area!
  • Added a special new NPC in front of the Haunted Chateau Entrance! This NPC only appears if you've beaten the game and gotten the True Ending, so you can find him in the True Ending post-game!
  • Added 2 new skins! Get them by beating the new bosses!
  • Added SFX for Starter's slide move!

[h3]Changes & Improvements[/h3]
  • Some layout changes to the Haunted Chateau, including a new shortcut

[h3]Bug Fixes[/h3]
  • Fixed FPS being uncapped on main menu if you hadn't started the game yet (now it should be capped at 60FPS like the rest of the game, which means your system uses less unnecessary resources)
  • Fixed Halt having outdated Airdash effects
  • Fixed the (now optional) Azure Guardian boss setting your objective after defeat
  • Fixed a bug where the 2nd cutscene trigger for a cutscene in the forest path wouldn't disappear after triggering the other
  • Fixed a bug where you could clip out of bounds and softlock in Mokula Base
  • Fixed layering on a specific hidden path in Greendome


- Felix

Update (v1.5.3)

Hi everyone!

This patch is a small one, but fixes an important issue that was reported recently.

[h2]Patch Notes[/h2]
[h3]Bug Fixes[/h3]
  • Fixed a bug which made shield doors close instantly when using Starter's core, making certain puzzles not work as intended
  • Fixed a bug where the Dimula boss would flip certain tiles when going to the left side of the boss room, making it possible to leave the room etc

- Felix

Update (v1.5.2)

Hi everyone!

Just a regular patch to fix some things up, mainly some stuff relating to Boss Rush (but also some outside of it). Patch notes below!

[h2]Patch Notes[/h2]
[h3]Changes & Improvements[/h3]
  • Made the back door in the Wing Demon boss room open after defeating it in Boss Rush
  • Made Rooted Entity unskippable in Boss Rush
  • After defeating Dimula in Boss Rush, the spikes in the room will disappear

[h3]Bug Fixes[/h3]
  • Fixed Brutal difficulty death counter being visible (and counting deaths) when playing Boss Rush mode
  • Fixed Phantooris phase 2 intro music not playing correctly if you paused the game during the phase transition
  • Fixed some missing water tiles during the Zealot boss fight
  • Fixed an oversight that made Dimula skippable in True Boss Rush


- Felix

Update (v1.5.1)

Hi everyone!

This is a patch that should hopefully fix up a bunch of bugs from the newest update (as well as some long-standing ones). Particularly some annoying bugs should be fixed now, like a game-breaking bug in Boss Rush, Boss Rush not completing properly when beaten on certain save files, and so on.
Anyways, patch notes below!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Added a Back button when selecting difficulty in Boss Rush
  • Added empty button slots where Boss Rush and Credits show up later, just to visualize that something will appear there once unlocked

[h3]Changes & Improvements[/h3]
  • The final phase of the normal final boss now plays the special last phase music in Boss Rush
  • Proto Weapon 2.0 now plays it's boss theme during Boss Rush (and it also rewards you with 250 credits, which it didnt before)

[h3]Bug Fixes[/h3]
  • Fixed Boss Rush not completing properly if you used any save file other than File 1 to complete it (if you did, then neither Boss Rush would mark as complete, and True Boss Rush also wouldn't unlock)
  • Fixed Boss Rush results screen accidentally saying "Time:" twice
  • Fixed a bug where, if you chose a save file in Boss Rush where either Starter or Avatar Duo weren't at max health, you would also start without max health in Boss Rush (now you should always start at max)
  • Fixed a bug where a late-game boss could get stuck on a wall if it chose to make some very specific moves at the beginning of the fight, making it impossible to beat
  • Fixed a bug where an end-game boss' projectiles wouldn't reflect properly when hit with the Wave
  • Fixed a spot in Grassfields where you could reach out of bounds
  • Fixed a weird interaction between the Block Thrower and Crawler enemies, where a thrown block could make the Crawler glitch out
  • Fixed the sea mine hazards sometimes not hitting the player
  • Fixed a bug with one of the new costumes where it wouldn't appear in the shop
  • (Hopefully) fixed a bug where the Mega Slime boss wouldn't land properly sometimes


- Felix

Boss Rush Update! (v1.5.0)

Hi everyone!

The Boss Rush update is out! It's not a massive update to the game overall, but features the brand new Boss Rush mode, an overhaul to a specific section of the story, and a few other things. Hope you like it!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Added Boss Rush mode! You can now fight all the bosses again after you've completed the game, through either normal Boss Rush or the True Boss Rush.
    Added a new section to Energy Zone! Should make this specific part of the game flow a bit better, as it was previously the only time in the story where an ability was given to Starter automatically. Now it should feel more consistent with the rest of the game (Note that if you have an already completed save file, the game will consider this level completed, but you can see it on a new playthrough of the game.
  • And if you just wanna see the new boss, you can also see that in the new Boss Rush mode)
  • Due to the above, a new boss fight for Avatar Duo has been added! (The boss can also be found in the new Boss Rush mode, if you don't want to replay the game to see it)
  • Added a new skin!
  • Added a new NPC to the Grassfields!

[h3]Changes & Improvements[/h3]
  • All Avatar Duo level backgrounds have gotten an upgrade!
    Due to the addition of Boss Rush, the buttons in the Extras menu now have icons
  • Updated Sound Test art a bit
  • Replaced an existing skin (Moonhugger) with a new one (can be found at the same place)


- Felix